Mezzoloth

Medium Fiend (Yugoloth), Neutral Evil
Initiative +3 (13)
AC 18
HP 75 (10d8 + 30)
Speed 40 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
18
+4
+4
Dex
11
+0
+0
Con
16
+3
+3

Int
7
-2
-2
Wis
14
+2
+2
Cha
10
+0
+0

Skills Perception +5
Resistances Cold, Fire, Lightning
Immunities Acid, Poison; Poisoned
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Infernal; telepathy 60 ft.
CR 5 (XP 1 800; PB +3)

Traits

Fiendish Restoration. If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.

Magic Resistance. The mezzoloth has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.

Claws. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from two of four claws, and it has the Restrained condition until the grapple ends.

Mercurial Trident. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8 + 4) Piercing damage plus 10 (3d6) Force damage. Hit or Miss: The trident magically returns to the mezzoloth's claw immediately after a ranged attack.

Spellcasting. The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Cloudkill, Darkness, Dispel Magic

Bonus actions

Teleport (Recharge 5–6). The mezzoloth teleports up to 60 feet to an unoccupied space it can see. It can teleport one creature it is grappling to an unoccupied space within 5 feet of its destination space.

Habitat: Planar (Gehenna)
Treasure: Armaments
Monster Manual 2024

  1. DnD 5.5 Monsters › Mezzoloth
Mezzoloth